30,790 Commits over 3,867 Days - 0.33cph!
Increased maxflood convar default value
Flooding protection tweaks
Most deployables now have a two day decay delay and a two day decay duration (from 1 + 2)
Fix for invisible materials in empty scenes
Patrol helicopter server gibs entity bounds
Mortar (need to check shader - it goes invisible when applied)
Fixing some material import settings (as discussed with Vince)
Melee distance padding tweak
Merging update for Hapis/Savas islands
fixed an issue with several of the LOD models (for animals and weapons) having extraneous vertices ( due to the normals not being unified )
decay.scale convar scales both decay delay and decay duration
Dome ladder fix
Moved small refineries to renderer lod and fixed a few broken placements
Fixed potential client side NRE
Fixed lso compute causing leaking during blur
Switched to using CommandBufferManager to ensure CB ordering
Added large scale occlusion to MainCamera prefab; inactive unless toggled via graphics.lso (experimental)
Merged from large scale occlusion branch
Ration floating box: fbx, lods, col, textures and materials
Death screen: bear.prefab -> bear
Updated plugins VS solution to allow compilation with XS
Building blocks store a unique building ID (all building blocks that belong to the same building have the same building ID)
Network++
Fixed muzzle mods missing from asset bundles (RUST-963)
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Fixed admins getting AH violations when disabling admin cheat while moving very fast
Fixed taking damage when entering water while using admin cheat
Fixed being able to place boxes partially inside walls (RUST-908)
Fixed weapon attachments being invisible when attached to weapon that is currently held
Cleaned up some code that dealt with the weapon attachment disabled flag
Added layer.toggle, layer.show, layer.hide and layer.culling admin console commands
Fix for PhysicsEffects error when collision.contacts is empty
Fixed water catchers using the protection properties of metal building blocks
Disabled player and projectile collision on all farmed plants
Fixed water catcher physics layers (RUST-839)
Water catchers use RendererLOD
Tweaked water caustics a bit
Fixed revz underwater thickness
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added 3rd person animations for several weapons ( bolt_rifle / smg / m249 / semi_auto rifle / rocket launcher / pump shotgun )
changed some of the player animations to synch up better with the world model animations
fixed attachment points for semi_auto pistol
added muzzlebrake and muzzleboost models / materials / prefabs
Merged in caustics changes from wrong branch
More item pickup/drop ui sounds
Fixed revz DX9 whiteout player preview model (RUST-950)
Reset all AH values on disconnect
Fixed weapon attachments leaking their entities to clients
Merged water caustics to main
Resources are allowed to spawn in cupboard radius